Capcom's Gun.Smoke is a scrolling shoot 'em up...sans spaceship? What's going on here?
Yes, this game is set in the Wild West, and that means shootin' everyone you come across. Based on the long-running TV show, but not really. Watch out for cow skulls!
Unused Graphics#
While there are around 50 special characters in the game's font, only 18 of them are used. |
|
Something particularly strange is in the text graphics ROM; an entirely unique, completely unused font! |
|
The name Takashi Aoki is stored in the object graphics ROM. |
|
A human skull with red eyes. Cow skulls appear in the game as a power-down item. This does not. |
|
An alternate design for the POW item. This appears in Savage Bees as a weapon power-up. |
|
Despite being setting in the Wild West and all, there's a conspicuous absence of cacti. |
|
|
Graphics for an 11th boss! He wields two pistols, has a nifty hat, and looks very sleepy. |
A boulder is found near the cut boss's graphics. Presumably the boss would hide behind it. |
|
|
Three other boulder sprites can be found in the object graphics. The boulders in the game are background graphics. |
|
A cut short enemy with frames for walking, jumping, taking multiple hits and throwing bombs. |
This is the bomb he was supposed to throw. |
|
|
A cut bald enemy with an eyepatch (Sagat??) with the ability to throw dynamite, looking quite similar to the used bomber enemy. |
|
Another cut smaller enemy, containing only frames for jumping and throwing knives while in the air. |
Here's the knife he'd throw. |
|
A larger bullet type stored near the Wingate Family. |
|
Animations of the gunman enemy and his Native incarnation being killed and falling into water. |
|
A Native version of the bomber enemy, intended to appear in stage 6. |
|
The Native version of the gunman enemy has frames for performing every action of his original incarnation, including falling from a height, which has no use in Round 6. |
|
Pig Joe has frames for walking |
|
A different design of the bull with a different color palette. |
|
Wolf Chief jumping off his dead horse. |
Early |
Final |
|---|---|
In the tileset of the German version of the game, there exist copies of the power-up graphics near the unused POW item.
These tiles are completely blank in all other versions.
While almost all of the power-ups look identical to the original counterparts, the boots that increase movement speed uses a different, less detailed design.
(Translation: divingkataetheweirdo)
(Source: Original TCRF research)
Stage Select#
A rudimentary stage select is in the game. Set the Slot A / Slot B credit settings to the appropriate value, then turn the Service Mode switch on when the copyright warning screen appears.
Slot B |
Slot A |
Stage |
|---|---|---|
1 / 3 Credits |
1 / 3 Credits |
Stage 2 |
1 / 4 Credits |
1 / 3 Credits |
Stage 3 |
1 / 6 Credits |
1 / 6 Credits |
Stage 4 |
2 / 1 Credit |
3 / 1 Credit |
Stage 5 |
3 / 1 Credit |
3 / 1 Credit |
Stage 6 |
4 / 1 Credit |
3 / 1 Credit |
Stage 7 |
1 / 1 Credit |
1 / 2 Credits |
Stage 8 |
1 / 2 Credits |
1 / 2 Credits |
Stage 9 |
1 / 3 Credits |
1 / 2 Credits |
Stage 10 |
1 / 4 Credits |
1 / 4 Credits |
Ending |
(Source: MAME "gunsmoke.cpp" driver file)
Unused Map#
Due to its large vertical size, the image of the stage has been hidden by default. Click to reveal:
An unused area is stored in the game's tile map starting at offset 5D40 and ending at 6938. This is probably where the cut boss would be fought.
This map can be seen in the game by modifying the RAM address E04F and set the value to 5F. This address controls the checkpoint position and requires to purposely lose a life to make it work.
However there seems to be no Background Collision implemented in this map whatsoever.
Otherwise, this is a fairly unremarkable level using the river archetype. The only structures of note are the two parallel bridges near the end of the stage.
Given how the tilemap mostly matches the order of the stages in the game, it can be assumed this map was meant to be Round 6, which is Wolf Chief's stage in the final game. Wolf Chief's stage is the only one whose tilemap is stored out of order, being the last one, so it's safe to assume it replaced this cut stage.
(Source: Original TCRF research)
Unused Music#
Two tracks are unused.
ID# |
Track |
Notes |
|---|---|---|
38 |
An unused boss track. Could have been used for either Stage 4 or 7, the only stages to share boss themes. |
|
3D |
This is the same length as the other stage clear tracks, so it might have been used for that. |
(Source: Original TCRF research)
Serial String#
A hidden string can be found at 7E50 in each version. These strings also give an early title for the game.
Japan |
World |
NA Set 1 |
NA Set 2 |
|---|---|---|---|
|
|
|
|
(Source: Original TCRF research)
Firefly Secret#
Insert 16 credits and start the game. A Firefly worth 10,000 points will fly by near the start of the stage.
Regional Differences#
Japan |
World |
North America |
|---|---|---|
In a standard mid-80s Capcom game change, the number of letters per name was reduced from 8 to 3. The Romstar releases further alter the first two names from the World version's high score table.
German Version#
Just like Commando, the version of the game released in Germany had major graphical changes in order to abide by Germany's strict laws about killing people in media. Their solution to get around this? Making everyone a cyborgǃ It's one of those cases of censorship that absolutely has to be seen to be believed.
International |
West Germany |
|---|---|
Most of the enemies (including unused ones) were given flashing eyes.
International |
West Germany |
|---|---|
The boss portraits received easily the most notable makeover. And what a makeover it isǃ
Even the unused boss' portrait was roboticizedǃ
Some of the bosses' in-game sprites were altered to match these design changes.
International |
West Germany |
|---|---|
Ninja has his face covered in black with an eye blinking when he's throwing shurikens darts.
What appears to be a small leftover of his original face is visible on the standing frames of the German sprite.
International |
West Germany |
|---|---|
Cutter received a metal bar attached to his head.
International |
West Germany |
|---|---|
Fat Man received a mechanical mouth and three eyes flashing red.
International |
West Germany |
|---|---|
The Wingate Sons had a minor change to their eyes. Note that, while they both received a different kind of cyborg eye in the German portraits, they both use the same sprite in-game, with this one seemingly based on the left portrait.
International |
West Germany |
|---|---|
Wingate Father has a mechanical mouth. His crawling sprites were left intact, though.
International |
West Germany |
|---|---|
|
|
Aside from these changes, a few other sprites were redrawn.
Pig Joe's jumping frame has been changed to not having mouth open, which results him spitting fireballs with his mouth closed.
Also, one of his defeated frames had his arms edited to be symmetrical.
International |
West Germany |
|---|---|
Wolf Chief no longer holds his shotgun in his damaged frame.
International |
West Germany |
|---|---|
The spear throwing Native enemy is actually shown holding a spear nowǃ His right arm was made a bit thicker too.
Revisional Differences#
North American revision#
There are two revisions of the North American game. The following changes were made to Set 2:
- The copyright year was changed from 1985 to 1986.
- The boss demonstration dipswitch was changed. It now controls the number of starting lives, and the demonstration never plays. If the dipswitch isn't flipped, the player will start with 5 lives instead of 3.
- The default high score was changed from 100000 to 110000.
- Stages 3 and 6 were swapped, making early progress in the game much more difficult.
(Source: MAME "gunsmoke.cpp" driver file)
Capcom Arcade 2nd Stadium#
|
|
This page or section needs more images. |
The game's title was changed to Gan Sumoku, with a brand new katakana logo in all regions, likely due to potential legal issues with the name Gun.Smoke.
References#
|
The Gun.Smoke series | |
|---|---|
|
Arcade |
|
|
NES |
|